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.hack versus: Advanced Game Mechanics/Character Guide ver.1.01
Author: SPK/Somepunk
This guide may not be used elsewhere besides gamefaqs and my personal google
docs page. It took a lot of hard work, I'd appreciate the credit.
This guide isn't intended to help you beat the missions or unlock stuff. It's
designed to give a deeper understanding of the game mechanics.
My notation system isn't perfect, but it'll have to do, I may improve it later
Don't complain, at least someone made something about this game XD This has a
very detailed recount of the games system, as well as multiple video links to
help learn the characters options in combos and abilities. I would like to
see more players, but that isn't gonna happen. This game is overlooked sadly,
and with the level of play I've seen, I can see why. This is a real fighter,
and it's scary complex with surprising simplicity on the surface that most
players will sink back into. What's the point in taking it past that? There
isn't one. I did it because I see something I don't even think the Devs saw,
but read on anyways and learn some stuff!
If you need the menus translated, or the skills, this should help:
http://translate.google.com/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF
-8&layout=2&eotf=1&u=http%3A%2F%2Fsix-percent.cocolog-nifty.com%2Fblog%2F2012
%2F07%2Fhackversus-6365.html&act=url
Thanks to this person for posting this.
Now lets get to the good stuff.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-V1.01 - Fixed formatting, fixed some almost naughty words
-v1.0 - initial release(google docs)
Contents:
Z1: controls
Z2: shorthand
Z3: systems explanation
Z35: advanced mechanics
Z4: Tier List
Z5: Character overviews:
Q1: Kite
Q2: Tokio
Q3:Haseo
Q4:Tsukasa
Q5:BlackRose
Q6:Sora
Q7:Ovan
Q8:Sakuya
Z6: credits/video log
-------------------------------------------------------------------------------
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Z1 - Standard controls: The default control settings, you can tweak these in
the options menu to whatever you like as well.
Left stick: movement
Triangle: launcher
Hold triangle: break attack
Square:melee
Circle: grab
X: jump
X(x2): dash/air tech
L1:skill select
R1: guard
L1+R1: exceed mode
L1+R2: ultimate attack
R1+Triangle: crack burst
Z2 - Arcade shorthand: Since I haven't seen a proper notation system, I came
up with one, based off past knowledge of arcade notation and other games. I'm
aware this isn't an arcade title, and most people will complain, but it has
enough similarities that it just makes sense.This is by far the easiest way
to explain some things, so it's worth learning:
789
456
123
Think of your movement stick as the center of this numpad.
You really only need to know...
5: neutral
8: up
2: down
a: Launcher
b: Chain
b(#): number of melee button presses. If no number is present, just finish
the melee chain.
cc: homing dash/dash cancel
d: Grab
j: jump, or aerial
xx: skill/ultimate/burst cancel (basically, this denotes an animation from a
new attack canceling the old one.)
La/Lb/Lc/Ld: Skills, L1 + a,b,c, or d.
CH: charge(hold button)
CB:crack burst
EX: exceed
UT: ultimate attack.
GD: guard
GI: just guard
GC:guard cancel
So, jumping down melee into crack burst will look like:
J.2b xx CB
I may not always use notation though. Just enough to make it all easier to
type.
Video notation: due to me not developing a system yet, the skill notations in
my videos are incorrect. All future videos will contain the new notation
system. This only applies to skills, shouldn't be too hard to decode:
LT: left trigger and triangle = La
LS: left trigger and square = Lb
LO:left trigger and circle = Ld
LX:left trigger and X = Lc
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Z3 - System explanation:
Launcher: A fast upward strike that all characters possess (even Tsukasa, his
only melee option). Can be used as a quick anti-air when someone starts
jumping on wakeup. Very unsafe when blocked for all characters. Initiates a
float that allows a meterless homing dash into an aerial chain. Range
characters(Tsukasa/Ovan/Haseo exceed) get the added bonus of a projectile
juggle chain after launcher, which cannot be bursted. Typically 500 damage
before follow up, scaling applies.
Break attack: Initiates when launcher button is held, forces a guard break.
Character remains stationary. Charge time is pretty long, and these attacks
are easy to see coming, and can be just guarded easily. Some characters have
very good range with this attack. BlackRose has a special version that has
armor and allows movement. All breaks lead into the launcher cinematic,
unless interrupted somehow, which rarely happens. Typically 600 damage,
scaling applies.
Chain: Everyone has a standard chain set, composed of 6 unique chains.
3 ground chains, 3 air chains, while holding either down or up on the control
stick, or just hitting the melee button. Usually requires around 5-6 button
presses to finish a chain depending on the character (cough Sora) Every set
has different properties. The up sets launch, allowing further combos with a
homing dash. They do the least damage amount. The neutral sets usually do
good damage and carry the opponent to a wall, which can lead to heavy damage
and combo extensions. The downward sets are usually the most damaging and
unique. The occasionally have the juggle properties of the upward sets,
but with way more damage! In the air, the same situation applies, downward
sets are typically combo Enders, as the final hit unscaled normally does
over 1000dmg.
Jump/single jump state: All characters come standard with as jump, some with
great distance, others not so much. Single jumps have grab invulnerability.
All jumps have a small amount of landing lag. Jumping can be very dangerous
in this game, especially when used to get in on an opponent. Jumping melee is
very unsafe on block, minus two characters (kite/Tokio).
Meter system: Characters start with 50%. This system is hard to explain, as
different impacts have different amounts of meter gain. Typically, finishing
strikes on chains and skills always build the most, usually 10-12%. During
combos, opponent will occasionally gain more meter than you, this is to
promote bursting. Meter begins to refill at a slow rate after you've used it,
depending on how much you had previously. Missing skills usually only adds
about 2%. Wall impacts build no meter for either side. The stages also have
breakable objects that promote large meter gain, usually near 75% when all
orbs are collected. This is a strategic part of the game. Occasionally
you'll want to take advantage of a down to collect some. Aerial combos gain
your opponent double your meter, keep this in mind when going for extensions.
Dash(cc) - 25% meter: There are two types, homing and directional. A homing
dash is initiated when no directional influence is used. In other words, beat
your head against the x button, and you will dash right into someone! Homing
dash is very quick at close range, and can be used to quickly punish
techniques after blocking, such as Tokio's Lb. Homing dash is used to chase
launchers, such as up chains, to continue combos. Homing dashes are
vulnerable to counterattack.
Directional dash: These dashes have shorter range, but also allow you to
escape from bad situations. A directional dash should always be considered
before a burst in bad wakeup situations. They do have startup invincibility,
and can get you out of situations like EX Ovan's grab mixups. They can also
extend combos, such as with Haseo's La. He can directional dash forward
afterwards and continue a ground combo, rather than doing a lower damage
aerial combo with a homing dash. This dash will not avoid Haseo's vortex
mixups though, it is partially invincible, but not for long enough.
Throws: Throwing is both effective and powerful in this title. Some
characters have exceptional ones that suit their play style, such as Tokio,
Kite, and Haseo. Normal throws do get scaled when comboed into, but they are
considered a cinematic (discussed later). Throws can be avoided with a
simple jump, and have awful recovery. BlackRose's command throw is special,
and will be discussed separately...
Float State: Usually inflicted by being hit by an 8b chain, float state is
the period of time a character is floating in the air and can do nothing
about it! Besides bursting, at least. This state allows the player that
isn't floating to extend their combo, usually with a homing dash (cc).
Teching: When sent into float state, hitting x can flip you back around, with
a short period of invincibility. Teching is almost always the right choice,
as it prevents your opponent from continuing a combo off a technique that
shouldn't be comboed after, such as kites Lc or Ovan's completed Lc.
Clash system: This is very uncommon, but when two normal throws connect on
the same frame or two launchers do, a clash can occur. This basically cancels
all animations and forces both opponents briefly backwards with no damage.
This occurs very rarely however, so little that most will barely ever notice
its existence.
Crack Burst - 50% meter: This is a tool not to be abused, and that's what I
see happening most of the time. The burst is a very powerful technique in
this game, and it prevents things from getting broken. If it wasn't in the
way to regulate certain combos, this game would suck. Anytime you have the
meter, you can burst, in almost any situation for a quick escape. Being
comboed, in block stun, in dash recovery, even after certain knockdowns
like Tokio's 2b! It has a secret secondary function as a combo ender, as it
causes wallbounce. Burst only inflicts one hit on its own, so armor and
invulnerable techniques plow straight through it, and it can be blocked.
Bursting is very unsafe if baited or avoided. Bursting cannot be used during
cinematics. If you choose to burst, it should be timed for the ending of
an opponents combo, so you gain maximum meter without soaking the final, most
damaging hit. The question is: burst, or save meter to end the round in a
couple seconds.
Exceed 50%-100% meter: Exceed mode is character specific. Its a game changer
for some, and not worth the meter for others. It's a special state that
changes the games conditions. It typically changes the characters skills
and melee sets. You cannot use an ultimate attack during any exceed mode.
Ultimate attack- 50% meter on miss, 100% meter on hit: An unscaled technique
that normally does 3000 or more damage. Ultimates can normally cancel any
melee chain. They can also cancel things like landing recovery and
occasionally techniques that cannot normally be canceled (Sakuya 2b) Once
again, these techniques differ on a character basis, some worth it, some
not. They can also be used to instant Guard Cancel(GC) in a pinch...
Guard/chip/Just Guard: Guard cannot be broken by normal chains or skills.
All character come equipped with a very slow break attack to defeat guard
happy opponents, and all throws beat guard clean, normal throws and skill
throws. BlackRose has multiple charge break attacks that will defeat normal
guard. Tsukasa's ultimate also forces guard break.
Chip damage takes place from blocking specific strikes and techniques. Some
techniques specialize in finishing a round with chip damage.
Just guard is very unique, and a very dangerous situation for both players.
It can be used by inputting guard on the frame your opponents strike
connects. This goes for all strike based cinematics as well. It is designed
to give the defender an advantage by slowing down time and putting the
defender behind the opponent. Just guarding is deeper than this, though.
You can just guard as a last ditch effort in certain unsafe situations. I
haven't compiled a list yet, but until I do, give it a shot!
The opponent still has options when they have been just guarded. They can
burst AND ultimate cancel out of their predicament. The attacker should
approach carefully, possibly with a cinematic, or use the time period to
break a stage object for meter. This is also a good way to force your
opponents hand and bait them into spending meter by merely blocking!
Knockdown/Downed state: An invulnerable period from being knocked down.
Wakeup game comes into play as your character flips to its feet. In this
situation, both characters have a different set of options and
advantages/disadvantages. The person downed is invulnerable until flipped
and animation is reset. Unless Tokio stops time. Then you're still screwed,
as it applies a hurtbox to the down opponent regardless...
invincibility: any technique that flashes the character model white during
its animation is invincible for the duration of the flash. This includes
against throws and command throws, as well as bursts and Ultimates.
These skills are amazing for Guard cancels and frame traps.
Armor: certain characters have armor on their techniques, allowing a certain
number of hits before the character model is put in hit stun. This allows
you to plow through your opponents techniques with your own. Armor is
negated by Ultimates and all throw types. It is effective against chains
and bursts, as well as many skill. Some characters have more armor hits on
their techniques than others. Sora can only take 1 hit on his level 3 chain
starter, whereas BlackRose can soak 4 hits while charging a break. Getting
your armor hit still causes scaled damage to your character, around 80% of
its former value.
-------------------------------------------------------------------------------
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Z35: Advanced engine mechanics:
Now I'm going into the dirty stuff. This game has a remarkably deep engine for
a 3D fighter, and I don't think the people who developed it even know it,
nor do half the people that play it. If you have played the ninja storm games
and have been told this game is like them, it couldn't be less true. I've
torn the engine apart and analyzed everything I can, but there will more than
likely be updates:
Damage Scaling: http://www.youtube.com/watch?v=WBKIEt_MDHA
Official scaling starts after hit 15. Cinematic skills will deal full damage
at hit 15 or before. Non-cinematics will start being scaled at their 16th hit
mid-combo. So will chains and launchers. The thresholds are as follows:
1-15 = 100%
16-20 = 90%
21-25 = 70%
26-30 = 50%
31-35 = 30%
36-45 = 20%
46 or higher = 10%
Unscaled techniques: These are techniques that are not affected by the above
chart. There are 3 I currently know of:
Ultimate attacks: Never fall prey to scaling. In essence, this is the real
reason they cost 100%, because you can tack them onto a very damaging combo
and make the damage skyrocket.
Wallbounce: Any chain or skill ending in a wall impact adds an additional 300
damage. This is where most of the biggest damage in the game comes from,
since combos after wall state are possible.
Tokio's Exceed Unfreeze: Always causes a 7 hit, 490 damage Unscaled attack.
The aerial neutral chain variation causes wallbounce as well, for a total of
790 unscaled. After Tokio has already done around 5000, this boost is serious.
Emergency escape: got burst baited? If you got the meter, you can still dash
after missing a burst. This is a very expensive maneuver, but as a last ditch,
it can save you.
Cinematics skills: These attacks cannot be bursted out of, giving them serious
power in this game. Relying on cinematics can be effective and powerful due to
the enemy not being able to break them. If a cinematic lands on hit 15 or
before, it will always deal it's normal Unscaled damage, regardless of what
the combo counter says afterwards. This is different from non cinematic skills
which begin losing damage mid combo. This makes cinematics fantastic combo
enders as well, and should usually be the first option for that situation.
All normal throws are cinematics.
The following techniques are cinematics:
Kite: EX Lc
Tokio: Lc, Unfreeze
Haseo: EX any skill.
BlackRose: Lb/d
Sora: Lb/d, La
Ovan: EX Lc, EX La
Wallbounce: Wallbounce state is one of the most powerful tools in the game.
It allows massive combo extensions. Most of the characters have a 5b and j.5b
chain designed for wall combos, and some characters can cancel the final
ground 5b hit into a skill/UT/Dash/Burst. These characters are:
-Kite
-Haseo
-BlackRose
- Level 3 Sora
- EX Ovan (2b)
Ovan and Tokio have skills that can be ultimate canceled after they end in a
wallbounce (ultimate/dash only):
Tokio - Lb/d
Ovan - Lb/d
Guard cancel (GC): This is probably the most effective defensive technique
in the game. It is essentially blocking an opponents attack and canceling
your guard animation with a skill or an ultimate.
If utilized properly, you can
use this technique to parry almost anything, especially if you have a
character with invincible skills. This includes Haseo's wakeup game! You can
also use your ultimate attack as a high damage parry. If you wish to use an
La skill, you need to let go of guard for a fraction of a second and input
the skill, otherwise you will burst.This technique will plow through many
things, but if your opponent is watching for it, he can also reverse it by
landing a chain and inputting an early cancel, so it should be used smartly.
Offensive bursting, or "winning" bursts (a.k.a don't use extended juggles):
When it comes to finishing juggle combos, this is the most effective way to
add additional damage. The trick is to input a burst near a wall after your
final hit completes. This adds a safe 300 damage to any combo, but it is most
effective when used in conjunction with j.2b with most characters. The
downwards aerial combo adds the most damage on its final hit, and in
conjunction with the unscaled 300, combined with damage scaling reductions,
the damage typically is either close or occasionally exceeds the damage you
would receive from doing an extended combo with a cc j.8b, as that aerial
juggle only adds scaling and packs zero punch. Wallbounce impact does not
give give either side any meter! This is incredibly important when
considering dumping meter on an extended combo over using a burst!
Those long extended homing dash combos feed your opponent meter, and you get
less meter from them. The only character that should consider extended aerial
combos is Kite, as he has low scaling and a very special trick. Offensive
bursting is invincible, safe, Unscaled, and gives the opponent zero extra
meter on impact. If you absolutely must tack some extra damage on, this is
the most effective method.
Characters that can take advantage of j.2b xx CB are:
Kite
Sora
Tokio: Can also burst after j.La for serious damage
Haseo: both forms
Ovan: Situational
Sakuya: very difficult, requires being flush with wall. Can also do tri-burst
in exceed...
Hit reel: This is an animation that takes place after a couple melee chain
strikes impact an opponents block. This is character specific, and some are
immune to its effects to an extent, allowing extended blockstun and more safe
escape opportunities. Here are the options:
Kite: 5b 4th hit reel, unsafe.
8b has no reel, full animation completion, can be safely canceled into
anything.
2b, 5th hit reel. However, the fourth hit is a cross up that avoids many
attacks, and can be canceled into a safe Lb/d (fireball)
Tokio: 3rd hit reel, unsafe.
Haseo: 3rd hit reel, unsafe. EX mode no hit reel...because its all
projectiles!
BlackRose: No reel animation, all chains can be finished and canceled by
anything. This allows grab mixups.
Sora: level 1 and 2 3rd hit reel, unsafe. Level 3 has no hit reel. 8b
finishes completely, but it cannot be safely canceled at the end. 5b and 2b
do not finish completely, can be canceled into anything, anytime.
Ovan: 3rd hit reel, unsafe. EX mode no reel animation.
Sakuya: 4th hit reel, unsafe,
Broken chains/frame traps: This is where the dirty mixup game starts. Broken
chains are done by inputting your chain attack on the ground without hitting
the opponent. This allows you to impact with particular portions of your
string. Every one of those individual melee strikes most people mash out
actually have very special properties. Take Tokio's 2b, his fifth attack is
a dive kick that doesn't have hit reel, and is cancelable. It also does over
900 damage on its own, probably the most damaging ground normal in the game.
Get a knockdown, input the hits so the divekick portion impacts on your
opponents wakeup. Then cancel it into another move. This confuses, evades,
and makes you safe when the proper technique is chosen. It isn't easy to
explain, but I will upload a video soon containing the method with multiple
characters.
Frame traps are the opposite of guard cancels. This is an offense based
skill, former being defense based. The attacker has better options. They are
essentially canceling your melee strikes early into a skill while someone is
in blockstun. If you use the proper technique, you can catch your opponent
pressing a button, plow through a burst, avoid a guard cancel, you name it.
An example with Lvl 1 Sora would be canceling two chain hits into an La while
your opponent is blocking, right before you get hit reeled. If they guard
the whole thing, you can dash to safety. At high level, this game will come
down to who guess right in the Frame Trap/guard cancel war, and proper meter
usage.
Aerial cancels/instant recovery (Tokio/Kite):
http://www.youtube.com/watch?v=WBKIEt_MDHA
This section applies to these two characters only, and is clearly
demonstrated in the above video. When an air skill is used with these
characters, the landing recovery is removed. This only takes place on single
jumps, single jump j.5b(1) cancels, and broken chain cancels. Using
Tokio 2b(5)broken chain is most effective, because if it's canceled early
enough, the game counts the La as aerial. Same goes for Kite, except with
2b(4) and Lb/d.
Kite can take advantage of this recovery further when he lands a 5b into
wall. This is also demonstrated in that video. The final hit of 5b is aerial
for a moment, allowing an air fireball with near instant recovery.
Restands: This takes place when a juggled opponent is caught by an attack on
the very first landing frame on their way down. The opponent will be put back
on their feet, allowing full ground combos. This can be best demonstrated
with a well timed chain after kites throw, try it!
Untechables: There are 4 untechables worth noting that aren't throws. These
are techniques that cause a juggle that cannot be flipped out of. They are:
Tokio's 8b(5) - Outside of super canceling, and then using a meter to dash,
this is unusable.
Tokio's EX j.8b as finisher - this causes a cinematic unfreeze that cannot be
teched. Combined with a well timed Lc afterwards, it leads to Tokio's highest
mid screen damage.
Ovan's EX La, without finishing. Causes an untechable throw, can be comboed
into and after.
Haseo's La - probably the most useful and cool one. This invincible technique
cannot be teched, can juggle multiple times, and can be followed with a
directional dash (not a homing) or an ultimate cancel for extended combos.
See this video:
http://www.youtube.com/watch?v=QmQtCVookzA
Damage transfer: This takes place when a combo is transferred between normal
and EX states or vice versa. Basically, it just means the damage counter
resets in training mode, but the scaling and combo counter do not. Kinda
silly.
Exceed Stop: When a cinematic is initiated, your exceed bar stops draining.
Yup, throws included. This can prolong exceed mode for awhile if cinematics
continue to land. EX Ovan and Haseo benefit from this heavily.
Exceed freeze: For some characters, this is ridiculously powerful. Exceed
freeze is literally freezing the exceed meter, keeping your character in
exceed mode longer than they are suppose to be. Any technique that forces
your character into an alternate animation will keep you in Exceed even when
the meter has run dry. Examples include:
Tokio's time freeze: if you input ground or air chain, you stay in exceed
until the chain is finished and your back in a neutral state. Break attacks
exceed freeze as well. This allows you to continue doing damage and cancel
into any skill in the middle of your chain, prolonging it even further. A
staple of Tokios heavy damage.
Tsukasa - unlimited guardian works: as long as you continue using Tsukasa's
chain projectiles on the ground, exceed freeze will occur. The meter will
run dry, but guardian will stay on the field till you stop or your opponent
forces you to. Very effective.
Glitched chains: Two characters have glitched ground chains. These are
chains that the opponent can tech out of the final hit. They are:
Ovan's 5b: the final projectile doesn't impact fast enough, allowing an
easy escape for the opponent, avoid at all cost, unless you want to attempt
a reset with a skill cancel.
Level 3 Sora's 2b: This is a damn shame. The final hit can be teched out
of, effectively eliminating her highest damage potential. Yup, any combo
videos you've seen on Nico Nico with Sora are now garbage. This is the
reason I didn't include any in my video for her.
Kara movement/Feints: This game is unique in a way that almost everything
can be canceled without hitting the opponent at all. This allows for
ridiculous mobility for some characters when combined with cancels, and
allows some impossible things to connect. Good Kara techniques include:
Sora's level 3 5b(1) - this armored kick is probably the best starting
normal attack in the game. Add it's ridiculous travel distance to a
canceled La and you have yourself an invincible train that crosses most of
the stage in an instant. This will destroy a Tsukasa.
Tokio's throw to Kara ultimate: Just throw, then use b xx UT, much easier
than running up and initiating it. It has a very small hitbox, this
effectively ensure its connection.
Feints are also very useful, and scary if utilized properly. Finding good
feints is a matter of creativity. Use momentum based special move, such as
BlackRose La, and cancel them into Ultimates. One feint that is useful for
some characters is the Exceed feint. This is as simple as charging an
exceed and canceling it into an ultimate.
I will list the best option in the character sections.
Hit stun/Late hits/loops: All techniques cause a certain amount of time on
impact that you can follow up with another attack. This is hit stun, and is
different on every attack.
Unfortunately, I don't have the frame data for this game, and if anyone
does, please send it my way. I have had to make due with trial and error.
Late hits, or "meaty hits" are techniques that generate their hit stun on
their last active frame. This means the move recovers faster, and still
generates the same hit stun, allowing follow ups. This is demonstrated with
two standing b attacks in the Sora video, found in the Sora character section.
I haven't found many uses for this, as it's difficult to time and too
cumbersome to be applied in battle, but maybe for the future.
Loops are repetition of chains, preferably meterless, where one chain causes
enough hit stun to allow the chain to be restarted from the beginning. Some
of these would be infinites without bursting. Characters with loops include:
BlackRose: 2b(4), then repeat. Incredibly high damage, easy to time.
Sakuya: 5b(4), repeat. Gives her a little extra boost, still not much.
Also easy to time.
Sora level 2: demonstrated in her combo video, the least likely to work here.
It's 5b(3) xx Lc(2), then repeat.
EX Ovan: 2b, repeat, wall required. Good for racking up damage/killing time.
Also easy.
Kite jump fireball loop: demonstrated at the end of this video:
http://www.youtube.com/watch?v=WBKIEt_MDHA
Very difficult to learn, very powerful. Basically it's 5b xx Lb/d (cancel
must take place early as possible) into wall. Then an instant j.b xx Ld/b,
repeat. Insane damage, little scaling.
Kite exceed loops: seriously, watch his video in his section. Many can be
bursted, and rack up way too much scaling and meter for your opponent. Best
to end them early before EX Lc does too little damage.
Z4 - Tier list
After many online fights with some of the highest ranked on the
leaderboards, I've come to a pretty solid list. Obviously, this isn't
tournament data or anything, but hell, is there even gonna be one? Feel free
to contribute and submit alternates on the forums, as I believe the mid to
mid-high tier is close.
S tier:
Kite/Tokio - equal in many ways, insane damage, safe options, good throws,
borderline overpowered techniques, amazing skills, and very few weaknesses.
A Tier:
Haseo - amazing damage potential in knockdown situations, and a laundry
list of solid options. His health is a serious weakness, his opening damage
pales to S tier.
Tsukasa because he negates many strategies when played right. His complete
lack of a melee chain is his only problem. Even if he had one small one, he
could be S tier.
BlackRose - because of cancel mobility and Dat grab. Not higher because of
mobility and technique speed. The grab is good, but gets predictable.
B Tier:
Sora - great options, but the character has some major flaws. Primarily,
getting bursted drops levels. Glitched chain doesn't help. Advanced
techniques require a degree of luck.
Ovan- zero mobility up front, with slow and predictable attacks. Exceed
becomes predictable and easy to avoid.
"Get this kid a sandwich" tier:
Sakuya: very random, insanely low damage, no cinematics or wall combos.
Hermit is good, but not good enough.
-------------------------------------------------------------------------------
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Z5 - Character overviews:
This will go over specialized abilities with each character. Every
explanation will have video resources added to it. The technique section
shows the input, damage, combo counter number, number of presses, and special
properties like invincibility.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Q1 - Kite
Health: 10,000
Video resources:
Combos :
http://www.youtube.com/watch?v=GbNUB2PrVqE
Jump loop/100% see ending:
http://www.youtube.com/watch?v=WBKIEt_MDHA
Strengths: fast startups, best normal throw, restands, a borderline broken
ultimate, good stamina, safe options, easy confirms, high damage for no m
eter, a fireball that shatters the games rules.
Weakness: exceed mode not the greatest, no good Karas.
Techniques:
-Chains
5b - 1720 dmg, 10 hits, 5 presses. Hit reel on 4th press. Last hit can be
both air canceled into Lb/d or ground canceled into any skill/Ultimate/burst.
4th press launcher cancelable, at up to 7th hit. Causes wallbounce. Kites
major damage comes from this chain near a wall. Cancel into air Lb, then use
La for heavy damage.
2b - 1910 dmg, 7 hits, 5 presses. Hit reel on 5th press. 4th press hit is an
amazingly solid broken chain, can be air/ground canceled into anything. Final
hit causes down(no further damage). Final hit can be canceled.
8b - 974 dmg, 8 hits, 5 presses. No hit reel animation, full completion on
block. All hits cancelable, including final hit ground recovery. Homing dash
follow up. Low damage, only use for blockstring mixups.
J.5b - 1260 dmg, 6 hits, 4 presses. First 3 presses can be Lb canceled.
Causes wallbounce. There are better damage options. allows longer wakeup game.
J.2b - 1920 dmg, 5 hits, 4 presses.First 3 presses can be Lb canceled. Final
hit is high damage at 1440, preferred finisher. Can be offensive burst
canceled for 2220.
J.8b - 935 dmg, 5 hits, 4 preses. First 3 presses can be Lb canceled.
Low damage, used for combo extension with follow up homing dash.
Throw - 1080 dmg, 4 hits. Can be followed with literally anything. Restand
is possible. Possibly the best normal throw in the game, due to the amount of
options. Can be used as an easy confirm into ultimate.
Skills:
La: 1269 dmg, 2 hits. Two uppercut blade slashes. Low scaling, Invincible
startup. Great for combos, as it can be followed with homing dash extensions.
Lb/d: 800 damage, 2 hits. Projectile. Blue flame cross. Can be used
ground/air. Aerial variation has quick animation recovery, and inflicts a
special wallbounce that can be followed with anything. These factors allow
for heavy damage extended wall combos when used properly. See ending of:
http://www.youtube.com/watch?v=WBKIEt_MDHA
Lc: 1460, 4 hits. Two sweeping strikes, combined with a rotating upper.
Covers good distance, fast startup. Best used after Data Drain to quickly
chase down opponent. Cannot be followed up with homing dash (can be teched
out of, not a true combo blahblah.)
Exceed mode:
Effect: multi hit, long hit stun on everything, allowing multiple loop.
Also causes longer blockstun and allows all ground chains to be completed on
block, effectively disabling hit reel. Changes Kites skills. Also causes
massive scaling, usually doing far less damage than normal combos. Lasts for
good amount of time. Activates at 75%. Pretty blue flames. Here are the
changes. Unless otherwise noted, these chains have the same cancel properties
as normal:
5b - 1932 dmg, 29 hits
2b - 2130, 22 hits. Final hit does many more hits then regular mode.
8b - 1271 dmg, 21 hits.
J.5b - 1035 dmg, 7 hits. Less damage.
J.2b - 2115 dmg, 6 hits.
J.8b - 819 dmg, 7 hits max. Randomly whiffs 1 hit.
Throw - 1219 dmg, 11 hits. Throw restand loop possible by comboing into
throw over and over off chain starter restands. Watch video resource ending.
Exceed skills:
La: 1282, 4 hits. Same attributes as before
Lb/d: 1200 damage, 4 hits. 2 projectile sets instead of 1. Causes massive
hit stun, can extend combos. Does not have aerial instant recover properties.
Causes wallbounce.
Lc: 2116 dmg, 5 hits. This move is completely different from the normal
version. It's an armored dash that crosses a good distance at a solid speed.
Cinematic attack. Best finisher option in exceed mode.
Ultimate: Data Drain (chimchimality) - 2399 dmg. Kite stuns you, then breaks
the game in a very pretty fashion. It's great!
Animation is invincible for duration of kites run. Moves fast with large
hitbox.
This ultimate is basically Kite's true exceed mode, and the meter should
definitely be saved for it. It transforms your opponent to a nearly helpless
state that cannot block or burst. They have the option to run, jump, and
attack with a measly little single hit. This is where Kite's Lc comes in
handy, for chasing the little one down. Keep in mind that with the smaller
hitbox, many specific throw juggles may not connect properly. You can deal
an entire lifebar in this mode if you're efficient.
Writeup:
This is most definitely the character with the most balanced stats. He has
an amazing normal throw, allowing any type of combo follow up, including
restands. Kite also has a nearly instant Invulnerable La, allowing easy GC.
Kite is also the only character besides Lvl.3 Sora and BlackRose that can
complete chains without hit reel initiating. This allows for incredibly
dirty broken chains for mixup, since many of the chains can be canceled into
air Lb/d(fireball), which has instant landing recovery off chain cancels and
off single jumps(not double jumps or lauches though). This air fireball also
creates a special wall state that other characters don't have, allowing
extended combos and loops, as well doing unscaled wall damage. All of this,
and I haven't even mentioned his ultimate...while it has the lowest overall
damage in the game, the damage potential is massive, and it's just one easy
throw confirm away. His only weakness is his exceed not being too effective,
and his primary Lc really only good for chasing down the opponent after a
data drain ultimate. His Exceed causes far too much scaling, and is easily
bursted out of. The exceed Lc armor move isn't that great either. This is
minor, Kite just does a lot right with high damage. Speaking of exceed...
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Q2 - Tokio:
Health: 9,000
Video resources: combos and tutorials.
Tokio - http://www.youtube.com/watch?v=hEqsiRd4B0c
Tokio 2: http://www.youtube.com/watch?v=O4QgS8cXLuM&feature=relmfu
Tokio 3- http://www.youtube.com/watch?v=WBKIEt_MDHA
Strengths: Absolutely absurd damage output. Best exceed in the game. Good
wakeup and mixup options. Excellent skills, each with purpose. Second best
throw in the game, allowing exceed setups and solid combos. Excellent aerial
chain starter. Good Karas.
Weakness: below average health, bad ground chain starter, with bad hitbox.
Massive scaling on Lb/d. Ground La is horrid. Needs max meter badly, so using
bursts is a problem. Long exceed startup, requiring setup vs most characters.
Techniques:
-Chains:
5b - almost guaranteed 1690 dmg due to almost always wall impacting, 1390
otherwise, 7 hits, 6 presses. Hit reel on 3rd press. 5th press can be La
cancelled. Almost a guaranteed corner carry combo, good for setting up
exceed. Otherwise, always use 2b. Final hit of this cannot be canceled
besides burst.
2b -1939 dmg, 6 hits, 6 presses. Hit reel on 3rd press. 5th press can be
both air and ground canceled into anything(ultimate, launcher, skill, burst,
homing dash), including instant La, 5th press does 920 on its own.Amazing
for broken chain mixups and wakeup game, when combined with skills. Possibly
the best normal in the game. Finished chain causes down. Final hit is
cancelable, use a late cancel in exceed for hit stun reset. Check the videos.
8b - 1259 dmg, 8 hits, 6 presses. Hit reel on 3rd hit. 5th press is
untechable, but it has no practical combos unfortunately. Final hit can be
followed with a homing dash or extensions.
J.5b - 1212 dmg, 7 hits, 5 presses. First 4 presses can be La canceled. If
initiated off a single jump, j.5b xx La will have instant recovery. Causes
wallbounce. Useful for corner positioning. Causes time stop unfreeze
cinematic when used as an exceed finisher, which also cause wallbounce, add
490 and 7 hits.
J.2b - 1542 dmg, 7 hits, 5 presses. First 4 presses can be La canceled. High
damage ender. Can be offensive bursted, raising damage to 1842. Causes
unfreeze cinematic when used as exceed finisher at 2032 total, no remaining
combo potential.
J.8b - 852 dmg, 7 hits, 5 presses. First 4 presses can be La canceled. Low
damage, used for extending combos with cc. ALWAYS use j.5b xx La cc, does
much more damage than j.8b combos.This string should only be used for mid
screen max damage exceed combos. Causes unfreeze cinematic when used as
exceed finisher. Leads to an untechable juggle. Can combo anything
afterwards if close to corner. Otherwise, an Lc finisher will end the combo
at maximum after exceed unfreeze.
Throw - 1220 dmg, 4 hits. Causes juggle stage, can be followed with j.La. If
opponent is thrown into the corner, can be followed with anything, including
restand. Amazing throw, great for setting up exceed mode.
Skills:
La: 1320 dmg for all hits, finishing hit does 1200 on its own!! Individual
ticks do 20 dmg, 7 hits if all connect. Tokio locks onto the opponent and
spins through the air at high speed to attack. Has amazing homing and large
hitbox. Ground variation is very slow to startup and recover. The air
variation recovers quickly, tracks better, and starts up faster. It should
always be used when available. The air variations finishing hit is the key
to the heaviest damage combos in the game in exceed. When La is used at a
jumps apex over an opponent, only a single strike will land, then the attack
will instantly recover. This keeps scaling low and the damage absurdly high.
When used off an aerial cancel, it can be offensive bursted for heavy damage.
Lb/d: 814 dmg minimum, 7 hits, final hit does 550, others do 44. Tokio does
machine gun punches. Can be mashed for extended damage and meter gain. One
of the few techniques in the game that will gain you 1% meter over your
opponent when mashed after connection. 1352 for 29 hits is maximum dmg, with
heavy scaling in combos. Use as ender. Causes wallbounce, final hit can be
ultimate canceled. Triggers unfreeze cinematic off final hit.
Lc: 1986/2286 dmg(very common wall impact) cinematic attack, invincible for
the animations duration. Tokio spins at high speed through anything and
pummels the opponent from multiple angles. This is one of the best skills
in the game, and has a ton of uses. It can be early canceled off a blocked
2 press for a frame trap, it can be used on wakeup, it blows through
projectiles, and it's invincibility is so long it will even defeat wakeup
Ultimates and GCs. Given its cinematic properties, it is also the prime
ender for exceed combos, as it delivers powerful Unscaled damage as well as
easy wall damage. It's also amazing for positioning, quickly cornering a hit
opponent. This skill is damn good, period. It is also very unsafe on block.
The blocked hit can be dash canceled in an emergency however...
Exceed mode: 100% activation cost: Tokio literally freezes time. Yup, the
other character is your sitting duck for the next couple seconds. This gives
you enough time to dish out massive damage. The best part? It doesn't matter
what state your opponent is in, even if they're downed or hit with a downing
attack like 2b, this mode re-coats them with a hurtbox. You can take
advantage of exceed freeze by using a chain during the meters final moments,
or initiating a cinematic like Lc or break charge. This is the best exceed
in the game because you can exceed 7000+ damage. That should kill by the time
you have the meter. Also, Time your exceed to sync up with your opponents
wakeup. This is so damage scaling resets. Watch the video resources for an
overview to get you started with combos.
Unfreeze cinematic: this is an unscaled 7 hit, 490 damage cinematic that
occurs after specific techniques used at the end of exceed. This state also
causes wallbounce and free juggle. It does have a random mechanic however,
and it will occasionally do 420 and 6 hits.
Ultimate: god , mystery dragon fist supremacy ( blame google translate) 3300
dmg: Tokio screws with time, covers his fist in rainbows, and proceeds to
beat the living crap out of the opponent, WITH RAINBOWS, in SUSPENDED TIME!
It really doesn't get cooler then this. Ends with an explosion of joy.
Has quick startup, short range and small hitbox. Heavy damage, useful with
2b(5) xx Lb(mashed) in the corner, or off a throw (d, kara 5b(1) xx UT.)
Quick and dirty combo for half health is 2b(5)xx UT.
Kara techniques:
5b(1) canceled: moves Tokio a small distance. This can be used with any
skill cancel for extra and quick step in range. Can be used off a midscreen
throw into ultimate for easy timing.
2b(5)- can be used to cover the ground in a confusing manner, the divekick
portion can be air canceled, even though it appears to touch the ground.
This allows aerial La cancels. Can also be used with other skills like Lc.
Exceed Feint: This is a good character to use exceed feints with. Many
opponents will begin trying to close in on you when Tokio activates exceed.
Canceling into an Ultimate will surprise the pants off them. Basically, it's
a last ditch effort when they get too close, but it does work!
Write up:
If Kite were balanced top speed and acceleration, Tokio would be equivalent
of dumping all your points into top speed. While his normals aren't the
greatest, his skills rival and exceed Kites in many departments. His air La
is safe on landing, allowing amazing pressure when coupled with the best
broken chain 2b(5) (dive kick). Tokio is also home to one of the most
annoying skills in the game, his Lc. It is invulnerable through the whole
animation, tracks like a missile, can be guard canceled and chain canceled,
and does heavy damage with a guaranteed wall carry...plus its a cinematic,
so no bursting...it's good. He also has the only other normal throw that can
be comboed after. It doesn't have as many options as Kite's, but it is the
perfect setup for his exceed. Tokio's exceed is the primary reason he able
to level the playing field with Kite. One setup = guaranteed burst free
7000+ safe damage...nuff said. Hell, you don't even need the setup....Tokio
is on this tier because he forces an opponent to play his game, rather than
theirs. The trick to beating him is to stick to him like glue and force
bursts, while waiting for an Lc attempt, then countering it.
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Q3 - Haseo:
Health: 9,000
Video resources: Combos
http://www.youtube.com/watch?v=QmQtCVookzA
Strengths: amazing wakeup game, chances to double damage output, great
variety of tools, excellent exceed, good setups, a usable untechable hit.
Techniques designed to keep opponent on the ground, right where Haseo wants
them.
Weakness: subpar attack damage(not low, just not outstanding) early hit reel,
bad ultimate, lower health.
5b - 1660 dmg, 13 hits, 5 presses. Final hit cancelable, causes wallbounce.
Great near the corner, off wallbounce use La for high damage.
2b - 2190 dmg, 9 hits, 5 presses. Causes down state, final hit cancelable,
no combo potential after. Good for starting wakeup traps with Lc.
8b - 1020dmg, 10 hits, 5 presses. Causes Float. Final hit can be cancelled,
also be followed by cc.
J.5b - 1320 dmg, 5 hits, 4 presses. Standard wall carry. If proper distance
from wall on landing, landing recovery can be ultimate canceled for
connection.
J.2b 1540 dmg, 5 hits, 4 presses. Heavy damage finisher, can be offensive
bursted for 1840.
J.8b - 795 dmg, 5 hits, 4 presses. Used for combo extensions with cc.
Throw: 1080 dmg, 4 hits. Excellent for Haseo's wakeup game, using Lc over
the opponent. Allows ample time to setup a mixup.
Skills:
La: multi stage attack. 1st press: 2 hits, 500 dmg. Second press: 2 hits,
600 dmg. 4 hits total Final press: 4 more hits, 659 dmg. Total: 1759 dmg, 8
hits. Haseo strikes upward with a very large sword, then follows the opponent
and strikes downward, finishing it with a scythe slash. Not a cinematic. Has
long startup invincibility. After final hit, flip recovery can be exceed
canceled, and a new combo can be started by using 5b on landing. Great skill,
amazing range, follow up damage is superb. Since it's untechable, you can
repeat the upward sword strike of La over and over in the corner. Make em mad
:)
Lb/d: 770, 12 hits. Can be mashed up to 1374, 28 hits. Can be used before hit
reel if canceled on hit 2, relatively safe if animation finishes. Causes
knockdown state on final hit. If you intend to keep your opponent on the
ground, this can be a good cancel option off a 5b after the wallbounce.
Lc: 700dmg, 5 hits. Projectile. Has long startup, stays on screen for
awhile. Once 5 hits impact, projectile disappears. This includes if it
impacts Hermit when fighting Sakuya, meaning this matchup is harder for Haseo.
If used after a knockdown above an opponent, it traps them and limits their
options. They cannot side dash out of this trap, as there's not enough
invincibility. Their options are to block, burst, use an invincible skill,
or guard cancel. This allows Haseo to force the opponents hand. Haseo can
bait bursts with an invincible La. You can also go for a throw, a combo, or
a break attack. If your opponent chooses to block the Lc, a break attack is
unblockable, so they will be caught by it while in blockstun, very dirty.
Haseo get his best damage from this.
Exceed mode: 75% activation cost: Haseo has a very unique exceed that
integrates well with his game. He's the only character I've found so far that
has an exceed cancel, off the last hit of his La. Basically, he takes out
some guns and all his chain sets change to shooting directions. You have 12
shots, and 2 are shot per press and dodge. All the shots can be canceled
into his skill justice, except for the last two, which force a reload
animation. It changes his move set drastically, with all aerial attack
animations changing and doing much more damage:
5b: chains shots do 400 dmg apiece for two bullets. 12 hits for 2400 is
maximum. Can control directions with 4/6/2/8b.
You'll really only use these next 3 moves as a short hop grab counter, but
I'm trying to be thorough:
J.5b - 1599 dmg, 9 hits, 4 presses. Causes wallbounce.
J.2b - 2600 dmg, 9 hits, 4 presses. Extremely heavy damage. Should be first
choice. This can be offensive bursted, but the situation probably won't
present itself, as you need a little distance from the ground for an
offensive burst to connect, which can really can only be obtained by an j.8b
cc.
J.8b - 1399 dmg, 9 hits, 4 presses.
Throw: 1220, 8 hits. Causes wallbounce, can be comboed into justice
occasionally. (depends on distance of throw from wall, very random
circumstances.)
Launcher: max 1400 dmg, now causes projectile juggle launcher instead of
homing dash chase: cannot be bursted,
EX Skill: justice- judgement: 2450dmg, 15 hits.
In exceed, all of Haseo's skills change to Justice. You can continue justice
with button presses at the end of the animation, into judgement. This is all
cinematic damage, so no bursting. You can choose to not go into judgement if
you wish for 1590 total, but why wouldn't you? The ending is just free dmg!
Exceed Reload: Just hit L1+R1 again, and you will reload your guns! Kinda
cool, found it at random...
Ultimate: Skeith, Fear of Death: 3000dmg. Haseo Stuns the opponent, summons
a very large chef, and makes tasty bacon burgers.
One of the worst Ultimates in the game unfortunately. Has bad range, slow
travel speed, and actually takes a massive step back on startup, effectively
only moving a few feet from where you started the attack. Low damage as well.
It's hitbox is also VERY random, meaning it will miss for seemingly no reason
in juggles. Best to use exceed mode instead.
Write up:
This character is just shy of being one of the best, don't mistake that for
him being worse than the other two. The reason he isn't is because he plays
by most of the rules. While his base damage is lower, Haseo is designed for
one thing: mixup. His skills, throw, and down chain all lead to a knockdown
setup right in front of you. This is designed so you can setup an Lc, which
pins the opponent in block stun. From here you can charge a break, bait a
burst with La, throw again, start a combo, whatever really. A blocked Lc to
Lb is an amazing chip setup. Haseo also has one of the best invulnerable
skills, one of only 4 techniques that cannot be air teched out of in the
game, and by far the most useful one(La). It can be followed with a cc for
extended combos, guard canceled, and it also leads to his heavy damage, his
exceed cancel. Haseo's exceed is also very good for racking up burst free
damage, and if utilized properly, can be difficult to dodge. His ultimate
isn't the best, with low damage and an occasionally strange hitbox. It's
also a bit slower then others, with medium range. His meter should be saved
for safe moves and the exceed cancel. Overall, solid, but with a knockdown,
amazing.
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Q4 - Tsukasa:
Health: 9,000
Video resources:
Strengths: amazing range on everything, shuts down things like Tokio's exceed.
Good damage on ranged skills, with excellent tracking. If played properly,
hard to get in on. Insanely powerful exceed and ultimate. Fast GC.
Weakness: completely different type of character from the other cast members.
Absolutely no melee chain or wallbounce techniques. Chain projectiles do
absurdly low damage, only good for cancels and defense. GC skills absolutely
required to keep opponents out.
Techniques:
- chains
5b/2b/8b: all individual projectiles do 50 dmg apiece. It is too random and
difficult to calculate all the scenarios where these may combo. 5b is a
forward projectile that homes with good speed. 2b is multiple wide sweeps
of 5 slowly moving projectiles. 8b is defensive projectiles that hover in
the air around the player, then home in when the target approaches.
J. 5b - up to 200 dmg, 4 hits, 4 presses. Fast homing projectiles. Can be
canceled into air skills. Changes Tsukasa's jump arc, and has quick ground
recovery. Great for moving and keeping opponent pressured.
J.2b - 150 dmg, 3 hits, 1 press. Projectiles home in on opponent when
approached. Moves Tsukasa back a good distance, this is a defensive move.
J.8b - usually 100 dmg, one press, 2 hits, 3 projectiles released.
Projectiles home in on opponent when approached. Moved Tsukasa forward,
projectiles hit from all directions. Intended to be offensive, but not the
greatest tool.
Throw: 1060 dmg, 10 hits
Launcher: projectile juggle, 8 hits, 1100 dmg. Tsukasa's only melee
technique.Works as an anti air in a pinch, as well as a last ditch
attack.
Skills:
La: 1900 dmg, 1 hit. Slow moving projectile, a giant chunk of molten rock.
Can be used in air. Causes bounce state, which can be comboed after using
Ld or even ultimate. Air variant can have instant ground recovery if used
immediately off the ground. Can be ultimate and dash canceled.
Lb: 1300 dmg, 1 hit. Causes the earth to quickly rise into a spike in front
of Tsukasa. Invincible on startup. Cause float, can be followed with cc.
Very useful GC, and is Tsukasa's primary up close defense option. It also
allows his best combos. Move properties are a bit strange, required very
strict timing to combo after an Lc.
Lc: 1200 dmg, 1 hit. Plants a ground trap. Tsukasa can typically have 3-4
on the field at a time. They disappear after a bit if they are not impacted
by the enemy. All of Tsukasa's techniques can combo out of Lc, including
ultimate. Great for protecting Tsukasa and controlling space. Long startup
though.
Ld: ground - 800 dmg, 5 hits. Air 640 dmg, 4 hits. Incredibly quick spread
of homing projectiles that have amazing tracking. Ground version packs more
damage. Air version sends Tsukasa backwards with use, intended to keep him
retreating. This skill keeps opponents pressure, and crosses the stage very
fast. It alone can shut down many tactics. You can also use it in combos
with multiple homing dash cancels for pretty heavy damage. Watch the video
resource for examples.
Exceed mode - 75% activation cost: In exceed, Tsukasa summons a guardian
that attacks with you, depending on the buttons you press. All of Tsukasa's
attacks also receive a 10% damage increase. Tsukasa's aerial b attacks all
get extra projectiles. Guardians attacks tack massive damage onto things,
and allow for previously impossible combos. Also, due to exceed freeze, this
becomes one of the best choices in the game. If you continue to hit b on
the ground after the meter runs dry, guardian doesn't leave! Here are some
changes:
5b/j.5b: Tsukasa does 55, guardian hits for up to 319. Extended hit stun,
allowing a j.5b xx La to connect for 2354 dmg.
Lb: Tsukasa 1300, guardian juggles for up to 2046 dmg. Can be followed
with cc 5b(3) xx Ld.
La: guardian does a sweep that may restand opponent after La impact.
Lc: same as La.
Ld: guardian forms a barrier, for defensive use.
Ultimate: battery of the commandments: Tsukasa creates a very large elevator
of light and summons a guardian, which then creates a planet around the
opponent. Gravity ensues.
3599 dmg, forces break. This is the only ultimate in the game that forces
guard break. It is also the most damaging one in the game.
It can be comboed into in very rare circumstances, but this ultimate pretty
much demands a setup. If time properly on wakeup, it will connect, unless
the opponent burst or uses an invulnerable skill. Dashing works sometimes,
but not always, depending on the timing. Exceed should be used instead, but
this is a formidable GC and has its uses.
Character write up:
Many will probably argue with this one, because he was initially labeled as
the worst character in the game. This is because people have no idea how to
play it yet. I get online, people bash their heads against invulnerable
skills and slam burst at first moments notice(doesn't help that the netcode
from here to oversees is horrid). This is not the character for that person.
Tsukasa has one pure weakness, no melee chain. Outside of that, he's a
monster. His Ld is the fastest projectile with the best tracking in the game.
His La controls space and forces the opponent to move, with the the instant
air variant having superb tracking and instant recovery. His Lb is
invincible on startup, but it has bad range. This is meant to be used as a
guard cancel when someone gets in on you, as well as a combo tool. He also
has greater mobility then most will realize, try holding jump to float!
Oh, and Lc is a powerful zoning tool, and can be comboed with all of the
above tools. His exceed is the second best in the game imo. When coupled with
his chain projectiles, the meter doesn't run out! Yup, unlimited Guardian.
Oh, and if you can set up block stun off a knockdown, you can ultimate
cancel to force a break, with the highest damage ultimate in the game. This
character is this high up because he stops some opponents dead in their
tracks, and prevents other's best moves (Tokio's time stop charge).
He's not higher because if you guess wrong when someone gets in and forces
a knockdown, it could be game over.
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Q5 - BlackRose:
Health: 11,000
Video Resources: http://www.youtube.com/watch?v=CbW4NYq5MbY
Strengths: You bring all kinds of pain. Over average health. Almost all
combos lead to at least 4000. Has one of the best skills in the game, forces
opponent to play differently. meter efficient exceed mode. Best ground loop
in the game. Her break attack resets destroy burst spamming. No hit reel
animation period, meaning any blocked chain can be grab canceled, including
final hits.
Weakness: Low mobility and ground speed. Very slow techniques, very unsafe.
Easy to predict.
Chains: BlackRose has many variations that can happen in her chains, due to
her being able to charge each strike. So, this would make MANY damage
combinations if they were all calculated. I am going to supply the optimal
chains instead. Since the break attack charges will rarely connect with an
aware opponent, I won't list the totals for them. None of them can be comboed
after, they typically just break guard and have a high damage strike, but are
incredibly slow. Here are the optimal chains:
5b(press 2, half-charge 2, press 1) 2252 dmg, 7 hits, 5 presses. Last hit can
be air canceled with Lb and ground canceled with anything. Causes wallbounce.
Effective combo near the corner, if wallbounce occurs, landing can be
canceled into Lb/d for good damage.
2b(press 2, half charge 3, final charge must be perfect!) 3180 dmg, 5 hits,
5 presses. If final hit is timed properly, causes float that can be followed
with anything, even ultimate. If it's mistimed, causes down. This is
BlackRose's best chain. The 4th hit causes so much hitstun that you can do
whatever you'd like afterwards, even a j.2b! This is the key to her high
damage loop. It allows you to repeat 2b again! Some characters require a
small step forward however (Sakuya/Haseo) This chain can always be canceled
into a Lb/d for maximum damage, or before your opponent gets a burst. See
video resource for examples. This loop is also great for a break attack
reset, explained later.
8b:(press 2, half charge 3) 1879 dmg, 5 hits, 5 presses. Causes float,
intended for easy homing dash combos. Lower damage. All hits cancelable.
This string does make the loop easier though, it moves you closer to the
opponent. Still, always use 2b over this, it's damage pales in comparison,
and 2b looping is already pretty easy...
Air Chains: Second hit of each chain is Lb/d cancelable. While it doesn't do
as much damage as finishing a 2b, it puts you at a better wakeup advantage,
due to your character recovering much faster.
j.5b: 1324 dmg, 4 hits, 3 presses. Causes wallbounce. Should not be used,
2b damage is too good.
j.2b: 2092 dgm, 3 hits, 3 presses. Massive damage for final hit. Should be
first choice. Cannot be offensive bursted, due to BlackRoses sword pushing
the opponent too far away.
j.8b: 1040 dmg, 4 hits, 3 presses: Used for extending combos, final hit cc
cancelable.
Throw: 1220 dmg, 2 hits. Can be comboed into off of 2b/8b loop for quick
knockdown. Leaves opponent in front of BlackRose for wakeup game.
Launcher/Break attack: 500/600 dmg: Blackrose may have the most notable
break attack in the game. While holding the launcher button, BlackRose
can still walk around. Not only that, but she is armored for up to 4 hits
while walking, and it can be held until you get hit. If used in the
middle of a chain, BlackRose will INSTANTLY begin charging and get armor.
This can be used for combo counter resets AND to cancel a string right
before your opponent slams burst.
Skills:
La: 625/750/1250, depending on charge level. Normal does 1 hit, max charge
does 5. BlackRose jumps into the sky and then thrusts at high speed,
covering the stage distance quickly. This technique is designed to increase
her mobility. It can be dash canceled to be made safe, and it can also be
followed with a homing dash, as it puts the opponent in float state. If max
charge, technique is armored. Very unsfafe if missed, with extremely long
recovery animation. Recovery can be dash/burst/ultimate canceled. Use with
ultimate cancel for gimmicks.
Lb/d: Dat Throw - ground 2320, air 1202. BlackRose's best move, her throw.
Considered a cinematic. On ground, has incredibly fast startup, so fast that
it beats almost any technique clean, besides invincible skills/ultimates.
Can be comboed into off any chain hit, prefferably 2b(4). Can be jumped out
of. Air variation grabs both grounded and jumping opponents. If timed
properly on wakeup, it will beat your opponents jump escape attempts.
Very deadly mixup!
Lc:(depending on charge level) 1600 dmg, 6 hit, 2100 dmg, 9 hits, 2300 dmg,
11 hits. BlackRose does her best Kung Lao impression, without the hat. This
technique has little practical use. Can be comboed into off of 2b loop, but
really no point. Easy to just guard, easy to block, very unsafe. Kind of a
bad skill overall.
Exceed Mode, 50% activation cost: This is a great exceed with a cheap
cost, and it lasts forever. It does have very strange properties, though.
BlackRose gets a 10% dmg increase to her chains and normal throw, but her
skills recieve random increases(ground Lb/d only gets a 3% increase, air
version gets 10%). She recieves a large speed increase. There are some big
changes to her techniques as well. Her chain starter gains armor and has
double range, and her command grab (Lb/d) recieves double range. If you use
the chain starter to kara the grab, it's a HUGE distance now. The most
noticeable change hasn't been mentioned yet. She gains projectiles! With
every chain sword strike, BlackRose sends out a small medium range
projectile that does 169 dmg. This makes all your chains hit twice, which
does rack up scaling faster. However, you gain a small zoning game with
your j.5b and your ground chains. Overall, a very useful mode, and most
definitely better than her ultimate.
The biggest advantage to this exceed? You can literally start the round with
it! It gets better, the recharge time for meter in this game is actually
faster than the exceed meter drain time. This means, if you play smart, you
should have the meter to use it again almost instantly! This is how BlackRose
should be played.
Ultimate: Meteor Strike: 3300 dmg. BlackRose twirls in a very awkard motion,
then pummels the opponent with a sword the size of Honda Civic. She then
creates a ceiling (yup, one just appears) just so she can jump off it and
proceed to grind your opponent into the earth. Massive hitbox, good range,
but BlackRose has better options across the board to use her meter for. Can
be used a super ghetto midscreen anti air in a pinch though!
Write up:
Dat grab. No really, Dat grab. Here is a character with many amazing things,
a throw, a loop, incredibly high damage, and an exceed mode on tap. Add to
this that all chains can be canceled into grab (Lb/Ld) and she is scary. The
move has very unique properties. It appears to be invincible/have armor/not
be invincible, depending on the situation. If it is used during almost any
attack, it will win in priority.
She is also the only character that can move while charging a break attack...
with armor! This one tool gives her a massive chance against characters like
Tsukasa...without it she may be totally shut out. Since she can move while
charging it, you can break chains early and reset the combo counter with a
break attack, which is amazing. This tactic also beats bursts clean, because
she is armored in break! Yup, mobility is not her forte. Outside of that, her
exceed is amazing. It can be activated at 50%, and gives you an armored chain
starter, and adds a nice amount of extra hurt, plus lasts forever. Oh, and
all your chains shoot little tornado projectiles now...giving her a mini
zoning game with moves like j.5b. She is lower on the list because other
characters simply have more, better, and less predictable options. Her grab
is damn good, and scary at first, but once you figure out that jumping beats
it clean, all you have to do is wait for it.
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Q6 - Sora:
Health: 10,000
Video Resource: http://www.youtube.com/watch?v=BhTKw6LLEK8
Strengths: Random. Great Cinematic attack game, amazing skills. AMAZING kara
in level 3. Level 3 in general is just effing crazy, insane mobility increase.
Crazy loops, battlefield chaos. Forcing opponent to adapt to each level can be
confusing. Good zoning tool. Only character in game with aerial ultimate
cancels.
Weakness: Random. Getting bursted by opponents drops levels. Pretty bad level
1 dmg. Glitched chain in level 3. Opponent will always be watching for La.
Early levels have block reel and no broken chains. Level 1-2 chain starter
VERY slow.
Chains: I am going to seperate this into two sections. Since the animation
properties from level 1 to 2 don't change much, they will be listed in the
first section. As for level 3, it's like playing a different character, so it
will be treated accordingly:
Level 1-2 Chains:
5b: 1460/1606 dmg, 8 hits, 4 presses. Hit reel on 3rd press. Slow startup,
but good range. Final hit cannot be canceled by anything! However, the 4th
press does two hits on the ground before the animation finishes. These two
hits(hit number 6-7) can be canceled by launcher. This allows you to tack on
some seriously needed damage in level 1-2, and should be taken advantage of.
The third press of this chain can be canceled into Lc...banana cancels. This
is where Sora gets her loops. However, this is very random, and only works
about 20% of the time. Should only be attempted in Level 2 with two bananas,
it increases chances and doesn't cost meter. If you need a quick cinematic
combo to gain a level, just use 5b(3) xx Lc xx La.
2b: 1450/1595 dmg, 6 hits, 4 presses. Causes down, no further combo
potential. Final hit can be canceled, good time to set up a banana to limit
opponents options! (I can't believe I just typed that...)
8b: This is a poor joke, avoid at all costs.
j.5b: 1170/1287 dmg, 4 hits, 4 presses. Causes wallbounce. Final hit can be
aerial ultimate canceled, which will hit the opponent off the wall. Good
damage overall when wall is close. Damage will actually exceed j.2b, unless
offensive bursting is used.
j.2b: 1320/1452 dmg, 4 hits, 4 presses. Solid damage, but can be exceed with
j.5b near a wall. If you wish to spend 2 meters on an offensive burst
however, j.2b is the most damaging option (besides ultimate).
j.8b: 595/654 dmg, 4 hits, 4 presses. This is only used for combo extensions,
and shouldn't be used at all. See the video resource for the reason why, it's
just horrid damage.
Throw: 1073/1180 dmg. Great range! Sora has the longest normal throw range in
the game, so this can be effective.
Level 3 Chains: No level 3 chain has block reel. All level 3 chains force the
opponent to be aerial...this is unique and allows strange things to happen
(random combo drops...not even kidding)
5b: 2090 dmg, 10 hits, 7 presses. Covers INSANE distance, causes wallbounce.
First hit is armored (1 hit armor). Final hit is fully cancelable. This
should be Sora's go-to ground chain for damage, especially with a wall
nearby. Cancel into La if you have good distance between you and the wall,
and Lb/d if you are too close. La is slower in level 3, and travels really
far. It only connects when the hitbox is out, whereas Lb has a hitbox the
whole time.
2b: 1353 dmg, 7 hits, 6 presses. You may say "wait! isn' there one more hit
that does MASSIVE damage?". Yes, yes there is. However, it is not a true
combo. go into training and turn on air tech. Now slap yourself. This string
shoud not be completed ever. Only use it up to press 5 for midscreen
cinematic combos. 2b(5) is actually the best method for doing midscreen
cinematics in level 3, use this combo: 2b(5, delay 3) xx La for easy
cinematic damage to prevent bursts.
8b: 1441 dmg, 9 hits: causes float, only use for mixup on block. mess with
some cancels and find your favorites!
j.5b: 1386 dmg, 7 hits, 7 presses. causes wallbounce. Each hit can be delayed
for crazy distance carrying. Only use this string if you plan to ultimate
cancel or you want someone in the corner. j.2b does better damage.
j.2b: 1979 dmg, hits, 6 presses. Higher damage, lower scaling. All the good
things in this world! Can be used with an offensive burst for crazy damage.
j.8b: 935 dmg, 6 hits, 6 presses. Causes float, used for extensions with cc
cancel. Usually not worth it, still not.
Throw: 1303 dmg: One of the best normal throws in the game, Level 3 Sora gets
armor and insane reach with this throw, plus good startup. Don't be afraid to
use it, you will blow through your opponents chain starters!
Skills: Skills will be seperated by damage in all 3 levels like 1/2/3:
La: 1602/1804/1881 dmg: Sora does an uppercut, moves out the way, and an Orca
clone steamrolls the opponent! This is a cinematic, and a staple of Sora's
offense. It is invincible through the whole animation, and in level 1-2, it
has fast startup. Makes an excellent guard cancel for Level 1-2 Sora. In
level 3, it's properties change. Sora's uppercut now travels VERY far and
fast towards the opponent. Due to this change, it is a tad bit slower before
the hitbox is active, meaning it is slightly less effective as a GC. It still
works though. great for frame traps in all Sora forms. Combine this with a
5b(1) kara and you just covered half the stage! If you need to level, do it
after this move, the opponent won't recover for a bit.
Lb/d: 1176/1540/1853 dmg. Sora rushes forward, and when she connects, a
Balmung clone kicks the crap out of the opponent. Considered a cinematic.
Very slow startup and travel speed in levels 1-2. Gains armor in level 2. In
level 3 this attack is much faster. It is always very unsafe, no matter the
level. The only advantage it has over La is that Sora's whole body is a
hitbox, and it is active the entire duration. In level 3, this makes your
corner combos more guaranteed, as La travels a bit too far for connection
reliably.
Lc 50/55/55 dmg. Projectile, banana. Continue pressing button to throw more
than 1 in level 2-3.
This move is so versatile and random I don't even know where to begin. It
can either do absolutely nothing, or break the game. On the surface, the
banana is a simple zoning tool. In level one, you throw one banana, level 2,
you throw 2, and in level 3 you throw 4. This move is actually better in the
early levels, because you can cancel the animation of the final banana into
La or Lb. If opponent steps on it, they enter an extended reel state. This
technique allows loops on level 1 and 2 if canceled after 5b(3). Watch the
video resource for more details...but don't rely on it unless your messing
around!
Kara: Level 3 5b(1) xx La. OMG. Just try it. You are literally a train of
death. You can blow straight through a Tsukasa with this technique. You can
also use it into you other skills as a ghetto armor startup! Seriously, just
mess with it, it's fun!
Level Differences: Leveling costs 25% meter. Level 2 gains armor on Lb/d and
more damage. Level 2 also gets meterless banana loops. It also gets a massive
speed and good damage increase. Those are really the only major differences
between level 1-2. But those differences are MAJOR, and make Level 2 viable,
even in the face of level 3. Because of how effective bursting is, and how
it levels you down, this is typically the level you'll be playing in. If you
choose to go to Level 3, you'll need to learn how to counter-burst so you
don't level down. Basically, if you're hit by your opponents burst, pop
yours! It costs an extra meter than just re-leveling, but you wont be put in
down state if you do it fast enough, and you will preserve Level 3! That
extra meter is worth the time it takes to level back up! This skill is
essential to playing Sora.
Level 3, different options. You gain access to crazy frame traps and great
damage, but you lose a few things in translation. Just think of level 3 as
a different character. Since you have armored normal and grabs, you can
literally blow through your opponents chain starters. This is scary, abuse
it. Outside of that, get tricky!
Ultimate: Fiana Rush aka Bromance: 2999 dmg (yup, stupid number): Sora floats
backwards, grabs her robot bro Makoto, phones in two more bros, and makes the
doom sound. If this ultimate wasn't air cancelable, I'd say not to use it.
However, off a Level 3 5b(6)a cc j.5b, the damage is worth it.
Write up:
Sora is good, but unpredictable even for the person playing her. Entry level
players love spamming the invincible La, but this won't get you very far
later, it is insanely unsafe. Other players might think she's only effective
in level 3, this isn't true either. Sora has very unique tools, Lc being the
most interesting. The banana allows you to make chains safe, extend combos,
and control the field. The problem is that they are thrown at random angles
no matter how you use them. Sora gets her primary strength and damage from
her two cinematic skills, since they cannot be bursted once connected. What
makes Sora interesting is how intricate each level is once you understand
them. Level 2 may actually be the best of the three. I could write forever
on why, but basically it's because of the changes to the damage, speed, and
the banana amount. The ending of the last banana thrown can be canceled into
a skill/dash. This is really only effective level 1 and 2. In 2 however,
there is a good chance of a loop happening for no meter.
Level 3 is a different beast...with a brutal glitch. Plus side is you are
now the fastest character in the game! Basically, all chains in level 3 can
be completed on block stun...no hit reel happens. This is unique to
Sora, Kite, and BlackRose. You can cancel into a skill at any time for a
frame trap (probably La lol). She also gains access to an amazing normal,
the fastest chain starter with the best range in the game, which is also
armored. She also get normal throw armor, and keep in mind all armor beats
bursting. Unfortunately, the one thing that could make her amazing, her down
chain, isn't a true combo. You can tech out of the last hit! I am convinced
this is a glitch...not like this will ever get patched though... Oh, and you
can ultimate in the air, meaning any aerial wall combo can end with it.
Meter is best used elsewhere however, like making La Safe.
Even with all these unique tools, Sora is shut out easily, as she is just one
burst away from losing a level, and everyone knows how badly you want the
Orca clone to come out. Characters like Haseo eat her alive, with constant
knockdowns, but because of how unique her abilities are, I think she has the
most room for argument. I need to get back in the lab later with her
cancels...
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Q7 - Ovan:
Health: 12,000
Video Resources: Combos. Some impractical, but here to show you what's
possible. Take pieces.
http://www.youtube.com/watch?v=6xd3jvLVC9Q
Strengths: Best health in the game. Very Powerful overall damage output,
decent skillset. Good Exceed with great knockdown mixups and good range.
Can punish almost anything really hard. Easy execution.
Weakness: Mobility. In his normal form, slowest character in the game by a
longshot. Lacks an invincible skill. Easily avoided projectiles. Ultimate
has short range. Exceed is predictable and unsafe for the most part. Ovan
cannot use broken chains!
Normal Chains/Skills: This will be split into two portions, normal and exceed.
5b: 1020 dmg, 5 hits, 4 presses + untechable 440 = 1460 dmg. Hit reel on 3rd
press. This is a glitched chain, and is worthless. The final hit can be
teched out of, in which time you can be punished. Final hit cancelable.
Has no practical or fancy use. Just avoid.
2b: 1400 dmg, 9 hits, 5 presses. Causes float, final hit fully cancelable.
This should be Ovan's go-to chain. You can cancel the final hit into Lc-c
for good meterless damage. You can also follow it with a full Lb/d string for
wallbounce damage. Excellent chain.
8b: 1260 dmg, 7 hits, 5 presses: Causes float. This is also pretty useless.
You don't really have to worry about damage scaling with Ovan, so stick to 2b
for everything. Canceling this into Lc actually misses the second hit, not
worth it.
j.5b: 1608 dmg, 5 hits, 3 presses. Causes wallbounce. Use when close to wall
for dat extra 300.
j.2b: 1764 dmg, 5 hits, 3 presses. Don't use too close to the ground, last
hit won't connect. Use if midscreen. If you are high enough in the air, this
can be offensive bursted for a cool 2064, but I'd stick to j.5b for corner
play.
j.8b: 1098 dmg, 3 hits, 3 presses. Causes float, can be followed with cc.
This is one of the rare times a j.8b is worth it. Due to the low scaling
number, this actually can tack on a lot of damage, but watch your opponents
burst meter! They gain the most meter from being hit by aerials!
Throw: 1216 dmg: Ovan's throw is unique, as it can cause wallbounce. It
cannot be followed up unfortunately. This is good to keep in mind, since
damage is bumped to 1516.
Launcher: 1420 dmg: projectile juggle, cannot be bursted. High damage.
Best combo is 8b(4)a. Only use if you suspect burst.
Normal Skills:
La: 1248, 4 hits. Area-of-Effect auto tracking projectiles. Ovan Fires shots
into the sky that linger for a bit, then rain down on the opponents postion.
This skill will always place a ring around your opponents current position.
It should be used after knockdowns for free chip, and after Lb/d knockdowns
to continue pressure. It forces the opponent to move. With how slow Ovan is,
this is a good thing. Can be comboed after if it connects close enough to
Ovan, with almost anything.
Lb/d: 150 dmg apiece, up to five shots, 750 dmg for full string connection,
5 presses. Literally just gunshot projectiles. Final shot always causes
knockdown/wallbounce. Final shot can be canceled. Use an La cancel for long
range pressure, and use and Lc cancel if they get too close. Shots only combo
together when juggled. Good for pressuring the oppenent with 2-shot bursts,
and great for wall combo damage into ultimate.
Lc: 1080 dmg, 2 hits, 1 press or 1480 dmg, 3 hits with 2 presses. Ovan does
some quick blade slashes. Armor on startup, and I mean a LOT of armor. This
is Ovan's get-off-me move. It is also used as a solid meterless combo ender
off a 2b. If you don't use the final slash, you can cc cancel for some
aerial damage or ultimate cancel. Very heavy damage potential.
Exceed Mode, 100% activation cost: Ovan's exceed mode is literally a
different character. If I were to use his throws to measure a damage
increase, I'd say a 20% increase. He gains a MASSIVE speed increase in
comparison to his other form, I don't even have a percentage for it. It also
lasts for a century. Here's the changes:
Exceed Chains: All ground chains have absurd range and no hit reel or broken
chains. The chain starter itself won't activate the rest of the combo on
block. This means you can use it to poke your opponent for free. It can be
just guarded easily though, so this can be dangerous. It has insane reach,
btw. These chains have ok damage and insane scaling.
5b: 2103 dmg, 17 hits, 3 presses. Causes wallbounce. Final hit cannot be
canceled. There are better options.
2b: 1820 dmg, 30 hits, 3 presses: Causes ground float, causes wallbounce,
final hit fully cancelable. Did you here that? That was you just breaking
3 damage scaling threshholds. Can easily be followed midscreen with an Lc.
This technique is the key to all of EX Ovan's goofy ass loops. If you make
a wall impact, you can do another 2b, or a 5b(1)xxLa for more damage. Or you
can just keep doing 2b...
8b: 1652dmg, 10 hits, 3 presses. Causes float. Use with launcher on last hit
for heavy damage that cannot be bursted. Otherwise, only use if you want to
do aerial combos, as it keeps the scaling the lowest. Cannot be canceled by
any other technique besides launcher/burst.
j.5b: 1276 dmg, 6 hits, 3 presses. Causes wallbounce, prefferred ender. Can
be offensive bursted for more hurt
j.2b: 1452 dmg, up to 8 hits, 3 presses. Hits multiple times downwards. Not
all hits will connect if too close to the ground. Cannot be offensive
bursted. Not very good overall.
j.8b: 1034 dmg, 5 hits, 3 presses. Causes float, used for cc combo
extensions. EX Ovan doesn't like the sky though.
Throw: 1409 dmg: Causes wallbounce, very heavy normal throw damage near a
corner.
Launcher: 1749 dmg, 9 hits. Projectile Juggle, cannot be bursted. Very high
damage, very good tracking, very long range. Uhm...very good! Use after 8b
anywhere.
Exceed Skills:
La: 841/1496 dmg, up to 26 hits, must continue hitting buttons for followup.
Ovan throws a ball of nasty. It is a Projectile/Grab/Cinematic.
It's one of a kind in this game, a very special tool. If it lands and you
don't do the followup, it causes an untechable float and 841 dmg, which you
can then follow with whatever you like! Lc is a good safe choice for
followup. If you continue to hit buttons, you will enter the finishing
animation which actually restores health to your already amazing health
character...yup. This move is good, and should be used when possible. Can
also be comboed into, see video resource.
Lb/d: 1386 dmg, 4 hits. Ovan sweeps with a very wide strike. Causes
wallbounce. Has insane reach, can be used defensively to keep someone out
safely. Good if used in conjunction with La on opponents wakeup. This will
cover their dashing options!
Lc: 2243 dmg, 4 hits. Ovan zips across the entire stage VERY quickly and
unleashes hell. This is a cinematic, so it's a good combo ender. Causes
Wallbounce. It is also armored, and all of Ovan is the hitbox, so it can be
used to anti air FULL SCREEN! You'll see a lot of people spamming this, but
it is very unsafe and Ovan has smarter options. Use in combos, or to punish
fireball spam.
Ultimate: Rebirth, or Big F***ing Gun: 3299 dmg(more stupid numbers). Ovan
bashes you over the head, and shoots you. All of you. And half the planet.
And Captain Planet. This is a good ultra if you get the meter and you're mid
combo with Ovan, it tacks very healthy damage on his already damaging ground
combos. Ultimate Cancel the second hit of Lc after an 8b chain for winsauce.
Write up:
Here is a character that can't make up his mind. He is both a zoning and
offensive character, depending on your form. The problem? You start at by
far the slowest speed in the game, with easily dodged skills/melee with
predictable patterns. Ovan's primary form is capable of incredibly high
damage however, if you can get into a chain. Lc gives you a get off me attack
and high damage combo ender, but it is armored, not invincible, throws beat
it clean. His Lb/d gunshots track ok, and the ending shot causes
knockdown/wall and can be canceled in any other skill or ultimate. This tool
can be easily sidestepped, and if your opponent predicts the obvious Lc
cancel follow up, your in an unsafe world of hurt, with no mobility.
Basically, his zoning and speed are second rate to Tsukasa's.
The source of most players fear is his Exceed. This is because most people
don't understand it. Truth told, not as great as you think. Ovan is more
effective in this form with better mobility, and it lasts a while, but he is
also just as limited as before. His chain starter is a good poke, but once
you start watching for it, it is insanely easy to just guard. His chain
loops do surprisingly low damage due to intense scaling. Then theres his La,
the grab. think it's unblockable on wake up? For now on, just side dash,
trust me. It obeys the same rules as other grabs. However, since it's a
projectile, Ovan gets a recovery chance. If you guess what the player does
to avoid La on wakeup, you can do more damage. Using launcher is a good bet,
as it locks on and has insane range in Exceed.
His Lc in exceed is probably the fastest armor move with the best range in
the game, and it's gonna be Ovan's go-to tool in exceed. Once everything
else is decoded, it's one easy block and punish. Many characters can shut
him out entirely, the primary reason he beats Sakuya is because of sheer
damage output with a good guess.
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Q8 - Sakuya:
Health: 9,000
Video Resources: Combos, Loops
http://www.youtube.com/watch?v=FLNPWCcH9-Y
Strengths: Fast. Cheap EX cost. good throw. Hermit, her assist, is very
random and sometimes amazing. Semi-immune to Haseo mixups. Hermit takes hits.
Good Counter. Easy Loop. easy everything. Insanely fast ultimate. unblockable
projectile is very good. Counter damage amazing.
Weakness: No damage besides counter and ultimate, ungodly scaling due to
multi hits, no cinematics, no wall combos besides bursting. This character
doesn't take advantage of half the games mechanics...and Hermit is random.
No broken chains, 4th hit reel. Need to have good counter skills for high
damage.
Chains/Loop: First things first, the loop. Literally just hit melee 4 times,
then do it again. Each Rep does 405 while unscaled...unfortunately, it can be
bursted and scaling adds up quick. Use this for extra damage, you're gonna
need it. Finish it with 8b, cancel it early into Lb/d. This is her best
ground damage.
5b: 1305, 6 hits, 5 presses. 4th press hit reel. Poor damage overall, no
wallbounce, no canceling whatsoever. Loop first.
2b: 1405 dmg, 7 hits, 5 presses. 4th press hit reel. Better damage than 5b.
causes float. cannot be canceled during the roll animation by anything but an
ultimate. HOWEVER if you do ultimate cancel, you can cancel the ultimate
animation into a homing dash to follow it the 2b. This is the only way you
can combo after 2b...and it costs 3 meter. Style only!
8b: 1165 dmg, 12 hits, 5 presses. 4th press hit reel. Causes float for cc
followups. Can be early canceled into Lb/d for maximum damage. You are gonna
be doing this a LOT, because it's the best ending she has after a loop.
j.5b: 907 dmg, 20 hits, 5 presses: crosses through, allowing follow up
combos with cc. Yup, no wallbounce here. If you want to do extended aerial
combos, this is your best choice. Can be offensive bursted.
j.2b: 1447, 18 hits, 5 presses. This is your best choice for an air
finisher, as the last hit does fair damage. It can be offensive bursted, but
the requirments are very strict. You need to be flush with the wall. I don't
recommend trying it.
j.8b: 682 dmg, 19 hits, 5 presses. This is total trash. Do not use unless
you want to sacrifice a nice margin of the already minimal damage you're
getting in the air. Use 5b instead. Only use this if you are trying to
double or tri-burst... more on that later.
Throw: 1080/1226 dmg: This is the normal and the exceed throw damage.
Both throws are good and have more range than the standard throws of this
game(besides soras). The exceed variant is armored, and will soak a hit or a
burst in a pinch. Good for setting up an La unblockable after knockdown.
Can be comboed into.
Skills: These will reflect normal and exceed damage:
La: 11 dmg: Hermit throws a projectile. This technique is unblockable, and
is designed to give Sakuya a wakeup game similar to Haseo's. It puts the
oppenent in a massive amount of hitstun, and allows you to start whatever
you would like. This is a major tool for Sakuya, as she needs reset damage
badly.
Lb/d: 1309/1439 dmg, 19 hits. Sakuya rushes across the screen while flipping.
Causes Float. This attack is armored in exceed mode. This is how you will be
finishing the majority of your combos after 8b. Has nearly instant startup,
so fast that it can be used as a ghetto guard cancel (or a good one in
exceed). You can dash/burst/ultimate cancel after the final hit. Sakuya's
basic flowchart is loop, loop, Lb xx ultra. It's solid damage, and the best
she usually gets. This move is easily GCed out of on block, and the last
hit can even be just guarded, very unsafe. Sakuya also has another loop with
this technique, but it has strict timing. Basically, after one Lb/d
finishes, use a homing dash, then do another one! If you time it right, the
combo will continue. This is possible because of the same startup. Damage is
still horribad though.
Lc: 1800/1980 dmg: Counter attack only. Counters almost anything, including
ultimates. Cannot counter bursts, normal throws, and command throws. Can be
dash canceled for follow up combos. This is the most damaging technique
Sakuya has, and should be taken advantage of with frame traps. This is a
guard cancel happy players worst nightmare. Just do two chain hits on block,
cancel into this and see what happens.
Hermit attack damages: I'll throw these in as a bonus. All hermit attacks
besides La are random. Completely random. Believe me, I've tried to find a
way to control him...it would make Sakuya AMAZING if you could imo...
Hermit jumping rapid fists: 5 hits, 242 dmg.
Hermit dive and tumble:231 dmg, 7 hits.
Hermit ground slide: 132 dmg, 4 hits.
Hermit ground trap: 0 dmg, massive hitstun
Hermit hack the earth(exceed only): 550 dmg, causes float, can be followed
with cc.
Oh, and Hermit gives you meter sometimes.
Exceed mode, 50% activation: Sakuya's exceed is good, and at 50%, not a bad
bargain. The biggest change she recieves is that all her meter usage is cut
in half. Suddenly, you can do no wrong. Something unsafe? 1/2 meter dash.
Something really unsafe? 1 meter bursts. This also means she can do something
no other character can; Tri-bursting. It only works near a wall, usually off
Lb. Since her meter is cut down, you can do three bursts in a row if you
have max meter...not very practical, but cool. The problem with exceed is
that her ultimate does such a healthy chunk in her low damage combos that
it's hard to pass up. Still, she gets a 10% damage buff, a small speed buff
for an already very fast character, and armor on her throw and her Lb/d.
Overall, her exceed is a tool, and if used carefully it can give you all the
right advantages. Oh, and hermit gets a pretty cool move that he NEVER uses.
Ultimate: Glimpse of the Black Tree Prison, 3000 dmg. Sakuya steps asisde,
Hermit breaks stuff, opponents gets the crap beaten out of them by a tree.
Behind closed doors of course. The tree hits them so hard, they explode back
into your dimension. Pretty neat. Anyways, this should be used as a GC and
after an Lb/d. It's easy free damage for a character that needs easy free
damage. It's a 50/50 between this and exceed mode half the time. Neither is
really a better choice over the other, so go with your gut. Very fast
startup, medium range.
Write up:
Sakuya has all the right tools in all the right places. A good counter,
Lc, that beats mashing and kicks things like Tokio's Lc abuse to the curb.
An unblockable projectile. An instant start up Lb/d, so fast it can be used
as a guard cancel without invincibility. She also has the fastest base speed
in the game, and an exceed that cuts meter usage in half, makes her even
faster, gives her an armor throw and armor Lb, with 50% activation cost. It
effectively let's you dash and burst out of any mistake. Hell, she even has
an easy ground chain loop. She also has one thing so unique that it changes
the games flow, her assist Hermit, who randomly attacks, delivers meter, and
sets traps.
Despite all these amazing things, I consider her the worst character. Sakuya
is a character battling math, not the opponent. The games scaling kicks in
after fifteen, and harsh scaling kicks in after 20 hits. This character not
only has the lowest damage output in the game, lower than level 1 Sora, but
also has the fastest scaling buildup! Her primary offensive skill alone
breaks the scaling barrier. The game goes one step beyond even. She is the
only character in the game without a wallbounce technique, outside of a
burst. Wall hits are always an unscaled 300, and add healthy chunks to many
combos. That isn't even the worst part, outside of her throw and ultimate,
she has no cinematics. In other words, you generate a ton of meter for your
opponent and do minuscule damage.
With all this against her damage, you have to rely on your ultimate,
projectile mixups, counter and hermit...who is random. This means you control
very little of the fight, as she is very predictable and unsafe. Hermit
isn't however, and depending on how annoying the damn cat wants to be could
be the major deciding factor. He is the one contributing factor to Sakuya's
game, the other being counter fear. He also nullifies certain strategies,
like Haseo's Lc on wakeup. Hermit will soak the 5 hits before you even stand
up! Hermit also randomly interrupts opponents combos, which is amazing.
Same with your combos, which is usually still good. He can also be attacked
by the opponent, and slip on Sora's bananas. When Hermit is knocked down,
he takes a while to stand back up. Sakuya actually builds you more meter
than she does damage, it's usually just worth letting her finish combos!
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Z6: Credits: SPK
Well, I pretty much found all this stuff on my own. Outside of the
translation link I posted at the top, I just google translated a link I got
in the forums, cuz I'm lazy sometimes. I made the combo video series for the
game first and it helped me tear the engine apart. I'm not sure exactly why I
decided to write a FAQ...think it's mostly cuz I've read them for so many
years and wanted to try. Future revisions may include detailed combo
breakdowns and meter gaining numbers for techniques. It's been real. Here's
the video log:
Kite - http://www.youtube.com/watch?v=GbNUB2PrVqE
Tokio - http://www.youtube.com/watch?v=hEqsiRd4B0c
Tokio 2 - http://www.youtube.com/watch?v=O4QgS8cXLuM
Tokio 3 - http://www.youtube.com/watch?v=WBKIEt_MDHA&feature=relmfu
Haseo - http://www.youtube.com/watch?v=QmQtCVookzA
Sora - http://www.youtube.com/watch?v=BhTKw6LLEK8
Sakuya - http://www.youtube.com/watch?v=FLNPWCcH9-Y
Tsukasa - http://www.youtube.com/watch?v=46Oej-RaIJw
Ovan - http://www.youtube.com/watch?v=6xd3jvLVC9Q
BlackRose - http://www.youtube.com/watch?v=CbW4NYq5MbY